[Pathfinder] beastisrfrt
651032222404022240406510326510322224040paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012Featured Races 2gains half the hit points the positive energy heals as temporaryhit points. These temporary hit points go away after 10minutes. This effect does not stack with life channel (seebelow) or other effects that convert healing positive energy totemporary hit points.This item does not actually transpose positive energy intonegative energy, it just affects the way the wearer’s bodyreacts to positive energy. Only a living creature can benefitfrom this amulet; it provides no benefit to undead.CONSTRUCTIONRequirements Craft Wondrous Item, life channel; Cost6,000 gpLENSES OF DARKNESSAura faint transmutation; CL 3rdSlot eyes; Price 12,000 gp; Weight —DESCRIPTIONCrafted from a dark-colored crystalline material and infusedwith magical darkness, these lenses fit over the wearer’seyes. When worn by a creature with light sensitivity or lightblindness, these lenses protect the wearer against the effect ofsunlight, the daylight spell, or similar light effects. Both lensesmust be worn for the magic to be effective.CONSTRUCTIONRequirements Craft Wondrous Item, darkness; Cost 6,000 gpSYMBOL OF UNHOLY COMMANDAura faint necromancy; CL 3rdSlot none; Price 8,000 gp; Weight 1 lb.DESCRIPTIONThis unholy symbol is carved entirely from human bone.When the wielder uses this unholy symbol as a focus for theCommand Undead feat, he gains a +1 profane bonus to theDC of that feat.Good creatures of 5 Hit Dice or less that attempt to touch thesymbol must make a DC 15 Will save or be shaken for 1 round.Deliberate use of a symbol of unholy command is an evil act.CONSTRUCTIONRequirements Craft Wondrous Item, Command Undead orcommand undead; Cost 4,000 gpDhampir SpellsDhampirs have access to the following spells.BLINDING RAYSchool evocation [good, light]; Level cleric 2, inquisitor 3,paladin 2Casting Time 1 standard actionComponents V, S, DFRange close (25 ft. + 5 ft./2 levels)Effect one or more rays of lightDuration instantaneous (see text)Saving Throw Fortitude negates; Spell Resistance yesYou blast your enemies with blinding rays of sunlight. Youmay fire one ray, plus one additional ray for every four levelsbeyond 3rd (to a maximum of three rays at 11th level). Each rayrequires a ranged touch attack to hit. If a ray hits, it explodesinto powerful motes of light, and the target must save or beblinded for 1 round. If the target has light blindness, lightsensitivity, or is otherwise vulnerable to bright light, it insteadmust save or be blinded for 1d4 rounds and take 1d4 pointsof damage per two caster levels (maximum 5d4). Any creatureblinded by a ray sheds light as a sunrod for the duration ofits blindness. The rays may be fired at the same or differenttargets, but all rays must be aimed at targets within 30 feet ofeach other and fired simultaneously.LIFE CHANNELSchool transmutation; Level cleric 2Casting Time 1 standard actionComponent V, SRange touchTarget one touched creature with negative energy affinityDuration 1 minute/levelSaving Throw Fortitude negates (harmless); Spell Resistanceyes (harmless)When cast on a creature with negative energy affinity, thetarget is able to convert channeled positive energy intotemporary hit points. When subject to an effect that healshit points only to living creatures (such as cure light woundsor channel positive energy), the target gains a number oftemporary hit points equal to half the number of hit pointsthat the positive energy would normally heal. These temporaryhit points go away at the end of this spell’s duration.SPAWN WARDSchool necromancy; Level cleric 5, inquisitor 5Casting Time 1 standard actionComponents V, SRange touchTarget creature touchedDuration 10 minutes/levelSave Fortitude negates (harmless); Spell Resistance yes(harmless)The target becomes resistant to the effects of energy drainand blood drain attacks made by undead creatures, andcannot be made into undead spawn if killed while the spell isin effect.If the attacking undead’s Hit Dice is less than or equalto your caster level, the blood drain or energy drain hasno effect. If the attacking undead’s Hit Dice are greaterthan your caster level, the undead must make a Fortitudesave (against the DC of the spell) with each attack for thosespecial abilities to have any effect. The spell only prevents theConstitution damage from blood drain and negative levelsfrom energy drain, but not any other effects of these attacks.101paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
65103322240412224041paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 20126510336510332224041DrowCruel and cunning, drow are a dark ref lection of the elvenrace. Also called dark elves, they dwell deep undergroundin elaborate cities shaped from the rock of cyclopeancaverns. Drow seldom make themselves known to surfacefolk, preferring to remain legends while advancing theirsinister agendas through proxies and agents. Drowhave no love for anyone but themselves, and are adept atmanipulating other creatures. While they are not born evil,malignancy is deep-rooted in their culture and society, andnonconformists rarely survive for long. Some stories tellthat given the right circumstances, a particularly hatefulelf might turn into a drow, though such a transformationwould require a truly heinous individual.Physical Description: Drow are similar in stature tohumans, but share the slender build and features of elves,including the distinctive long, pointed ears. Their eyes lackpupils and are usually solid white or red. Drow skin rangesfrom coal black to a dusky purple. Their hair is typicallywhite or silver, though some variation is not unknown.Society: Drow society is traditionally class-orientedand matriarchal. Male drow usually fulfill martial roles,defending the species from external threats, while femaledrow assume positions of leadership and authority.Reinforcing these gender roles, one in 20 drow are bornwith exceptional abilities and thus considered to benobility, and the majority of these special drow are female.Noble houses define drow politics, with each housegoverned by a noble matriarch and composed of lesserfamilies, business enterprises, and military companies.Each house is also associated with a demon lord patron.Drow are strongly driven by individual self-interest andadvancement, which shapes their culture with seethingintrigue and politics, as common drow jockey for favorof the nobility, and the nobility rise in power through acombination of assassination, seduction, and treachery.Relations: Drow have a strong sense of racial superiorityand divide non-drow into two groups: slaves, and thosethat are not yet slaves. In practice, however, races that mayshare similar inclinations (such as hobgoblins and orcs) andthose who serve willingly may be treated as servitor racesand granted a measure of trust and modest rank in drowsociety. Others, such as dwarves, gnomes, and half lings, aredeemed fit only for the lash. Manipulative drow delight inexploiting the weak character of humans. While they claimno kinship with fetchlings, the drow harbor a curiositytoward the shadow race, as both are adaptations of racesexposed to extreme and dangerous conditions. Finally, thedrow’s hatred of elves sets these beings apart from all otherraces, and the dark elves desire nothing more than to ruineverything about their surface cousins.Alignment and Religion: Drow place a premium onpower and survival, and are unapologetic about any vilechoices they might make to ensure their survival. Afterall, they do not just survive adversity—they conquer it.They have no use for compassion, and are unforgivingof their enemies, both ancient and contemporary. Drowretain the elven traits of strong emotion and passion,but channel it through negative outlets, such as hatred,vengeance, lust for power, and raw carnal sensation.Consequently, most drow are chaotic evil. Demon lordsare their chosen patrons, sharing their inclinationtoward power and destruction, and they also favor thegoddess Lamashtu.Adventurers: Conquerors and slavers, drow are drivento expand their territory, and many seek to settle ancientgrudges upon elven and dwarven nations in ruinousand dreary sites of contested power on the surface. Maledrow favor martial or stealth classes that put them closeto their enemies and their homes, as either soldiers orspies. Female drow typically assume classes that lendthemselves to leadership, such as bards and especiallyclerics. Both genders have an innate talent for the arcanearts, and may be wizards or summoners. Drow makenatural antipaladins, but males are often discouragedfrom this path, as the feminine nobility feel discomfortedby the idea of strong-willed males with autonomousinstincts and a direct relationship with a demon lord.Male Names: Arcavato, Drovic, Firyin, Kaelmourn,Mirrendier, Pharnox, Syrendross, Zov.Female Names: Belmarniss, Cylellinth, Ilvaria, Johysis,Loscivia, Tyvorhan, Ulumbralya, Volundeil.ALTERNATE RACIAL TRAITSThe following racial traits may be selected instead ofexisting drow racial traits. Consult your GM beforeselecting any of these new options.Ambitious Schemer: Seduction and treachery are toolsfor advancement in drow society, even for the martiallyinclined. Drow with this racial trait may choose eitherBluff or Diplomacy as a class skill, and gain a +2 bonuson such skill checks. This racial trait replaces keen sight.Ancestral Grudge: The enmity between the drowand elves and dwarves is long-standing and deeplyentrenched. Drow with this racial trait gain a +1 bonuson attack rolls against humanoids with the dwarf or elfsubtypes (with the exception of drow) because of theirspecial training against these reviled foes. This racialtrait replaces poison use.Blasphemous Covenant: Since their twisted beginnings,the drow have consorted with demons. Some drow havestrong ties with these creatures and may call upon ancientand obscene associations to sway demonic cooperation.Drow with this racial trait gain a +2 bonus on Diplomacy102paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
- Page 51 and 52: 65098122239892223989paizo.com #2112
- Page 53 and 54: 65098322239912223991paizo.com #2112
- Page 55 and 56: 65098522239932223993paizo.com #2112
- Page 57 and 58: 65098722239952223995paizo.com #2112
- Page 59 and 60: 65098922239972223997paizo.com #2112
- Page 61 and 62: 65099122239992223999paizo.com #2112
- Page 63 and 64: 65099322240012224001paizo.com #2112
- Page 65 and 66: 65099522240032224003paizo.com #2112
- Page 67 and 68: 65099722240052224005paizo.com #2112
- Page 69 and 70: 65099922240072224007paizo.com #2112
- Page 71 and 72: 65100122240092224009paizo.com #2112
- Page 73 and 74: 65100322240112224011paizo.com #2112
- Page 75 and 76: 65100522240132224013paizo.com #2112
- Page 77 and 78: 65100722240152224015paizo.com #2112
- Page 79 and 80: 65100922240172224017paizo.com #2112
- Page 81 and 82: 65101122240192224019paizo.com #2112
- Page 83 and 84: 65101322240212224021paizo.com #2112
- Page 85 and 86: 65101522240232224023paizo.com #2112
- Page 87 and 88: 65101722240252224025paizo.com #2112
- Page 89 and 90: 65101922240272224027651019651019222
- Page 91 and 92: 65102122240292224029paizo.com #2112
- Page 93 and 94: 65102322240312224031paizo.com #2112
- Page 95 and 96: 65102522240332224033paizo.com #2112
- Page 97 and 98: 65102722240352224035paizo.com #2112
- Page 99 and 100: 65102922240372224037paizo.com #2112
- Page 101: 65103122240392224039paizo.com #2112
- Page 105 and 106: 65103522240432224043paizo.com #2112
- Page 107 and 108: 65103722240452224045paizo.com #2112
- Page 109 and 110: 65103922240472224047paizo.com #2112
- Page 111 and 112: 65104122240492224049paizo.com #2112
- Page 113 and 114: 65104322240512224051paizo.com #2112
- Page 115 and 116: 65104522240532224053paizo.com #2112
- Page 117 and 118: 65104722240552224055paizo.com #2112
- Page 119 and 120: 65104922240572224057paizo.com #2112
- Page 121 and 122: 65105122240592224059paizo.com #2112
- Page 123 and 124: 65105322240612224061paizo.com #2112
- Page 125 and 126: 65105522240632224063paizo.com #2112
- Page 127 and 128: 65105722240652224065paizo.com #2112
- Page 129 and 130: 65105922240672224067paizo.com #2112
- Page 131 and 132: 65106122240692224069paizo.com #2112
- Page 133 and 134: 65106322240712224071paizo.com #2112
- Page 135 and 136: 65106522240732224073paizo.com #2112
- Page 137 and 138: 65106722240752224075651067651067222
- Page 139 and 140: 65106922240772224077paizo.com #2112
- Page 141 and 142: 65107122240792224079paizo.com #2112
- Page 143 and 144: 65107322240812224081paizo.com #2112
- Page 145 and 146: 65107522240832224083paizo.com #2112
- Page 147 and 148: 65107722240852224085paizo.com #2112
- Page 149 and 150: 65107922240872224087paizo.com #2112
- Page 151 and 152: 65108122240892224089paizo.com #2112
651032
2224040
2224040
651032
651032
2224040
paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
Featured Races 2
gains half the hit points the positive energy heals as temporary
hit points. These temporary hit points go away after 10
minutes. This effect does not stack with life channel (see
below) or other effects that convert healing positive energy to
temporary hit points.
This item does not actually transpose positive energy into
negative energy, it just affects the way the wearer’s body
reacts to positive energy. Only a living creature can benefit
from this amulet; it provides no benefit to undead.
CONSTRUCTION
Requirements Craft Wondrous Item, life channel; Cost
6,000 gp
LENSES OF DARKNESS
Aura faint transmutation; CL 3rd
Slot eyes; Price 12,000 gp; Weight —
DESCRIPTION
Crafted from a dark-colored crystalline material and infused
with magical darkness, these lenses fit over the wearer’s
eyes. When worn by a creature with light sensitivity or light
blindness, these lenses protect the wearer against the effect of
sunlight, the daylight spell, or similar light effects. Both lenses
must be worn for the magic to be effective.
CONSTRUCTION
Requirements Craft Wondrous Item, darkness; Cost 6,000 gp
SYMBOL OF UNHOLY COMMAND
Aura faint necromancy; CL 3rd
Slot none; Price 8,000 gp; Weight 1 lb.
DESCRIPTION
This unholy symbol is carved entirely from human bone.
When the wielder uses this unholy symbol as a focus for the
Command Undead feat, he gains a +1 profane bonus to the
DC of that feat.
Good creatures of 5 Hit Dice or less that attempt to touch the
symbol must make a DC 15 Will save or be shaken for 1 round.
Deliberate use of a symbol of unholy command is an evil act.
CONSTRUCTION
Requirements Craft Wondrous Item, Command Undead or
command undead; Cost 4,000 gp
Dhampir Spells
Dhampirs have access to the following spells.
BLINDING RAY
School evocation [good, light]; Level cleric 2, inquisitor 3,
paladin 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect one or more rays of light
Duration instantaneous (see text)
Saving Throw Fortitude negates; Spell Resistance yes
You blast your enemies with blinding rays of sunlight. You
may fire one ray, plus one additional ray for every four levels
beyond 3rd (to a maximum of three rays at 11th level). Each ray
requires a ranged touch attack to hit. If a ray hits, it explodes
into powerful motes of light, and the target must save or be
blinded for 1 round. If the target has light blindness, light
sensitivity, or is otherwise vulnerable to bright light, it instead
must save or be blinded for 1d4 rounds and take 1d4 points
of damage per two caster levels (maximum 5d4). Any creature
blinded by a ray sheds light as a sunrod for the duration of
its blindness. The rays may be fired at the same or different
targets, but all rays must be aimed at targets within 30 feet of
each other and fired simultaneously.
LIFE CHANNEL
School transmutation; Level cleric 2
Casting Time 1 standard action
Component V, S
Range touch
Target one touched creature with negative energy affinity
Duration 1 minute/level
Saving Throw Fortitude negates (harmless); Spell Resistance
yes (harmless)
When cast on a creature with negative energy affinity, the
target is able to convert channeled positive energy into
temporary hit points. When subject to an effect that heals
hit points only to living creatures (such as cure light wounds
or channel positive energy), the target gains a number of
temporary hit points equal to half the number of hit points
that the positive energy would normally heal. These temporary
hit points go away at the end of this spell’s duration.
SPAWN WARD
School necromancy; Level cleric 5, inquisitor 5
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 10 minutes/level
Save Fortitude negates (harmless); Spell Resistance yes
(harmless)
The target becomes resistant to the effects of energy drain
and blood drain attacks made by undead creatures, and
cannot be made into undead spawn if killed while the spell is
in effect.
If the attacking undead’s Hit Dice is less than or equal
to your caster level, the blood drain or energy drain has
no effect. If the attacking undead’s Hit Dice are greater
than your caster level, the undead must make a Fortitude
save (against the DC of the spell) with each attack for those
special abilities to have any effect. The spell only prevents the
Constitution damage from blood drain and negative levels
from energy drain, but not any other effects of these attacks.
101
paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012